Torque 3D Development - Pricing and Licensing ANNOUNCED!
by Brett Seyler · 03/20/2009 (7:53 pm) · 496 comments
Hey everyone! I know some of you saw the Gamasutra story that revealed some previously unreleased details about Torque 3D. I'm going to to try to clarify the whole picture, and fill in any gaps with this post here. Because it's GDC week, I'm already down here in SF doing some PR, talking about iTorque, and talking to some local studios about Torque and InstantAction. Needless to say, definitely keeping busy, so I'm going to try to keep this as short as possible and focus on the stuff I know you most want answered. We've got a big week ahead of us :) I'm guessing we'll get a lot more questions answered in the comments, so feel free to throw out anything I don't cover here.
When I first started blogging on our dev progress in December, I really didn't think we'd get as far as we have, as fast as we have. Torque 3D is really a huge step up from TGEA, particularly with respect to the toolset, usability, and content pipeline. I think users will react most to the effort we've put into the tools, and we'll be showing much more of that in the next few weeks. Of course, we've done some major subsystem updates as well (Web publishing, Terrain, Post processing, Particles, etc).
Licensing
I posted twice on pricing & licensing (one of which is still probably the most commented on post in GG history) and we definitely listened. These were the main takeaways from the roughly 400 comments (and numerous emails) I got since.
Quote:1. Support, especially ticketed support is in high demand. If GG can find a way to provide this, there are Torque developers willing to pay for it.
2. A low entry point to Torque is important, even if it means some restrictions in the EULA or deprecating some features.
3. Greater polish, usability, stability and overall quality are paramount attributes for a high-end Torque product.
4. A focus on tools, and particularly usability in the World Editor, is the most important area to address in Torque 3D.
So we took all that, and really put your opinions into action, both from a development standpoint, and with respect to pricing & licensing. Here is what we decided on:
1. Two versions available on the website, Basic and Professional, each with an Indie EULA.
2. Basic and Pro have a feature delta, with the Pro package being targeted at existing TGEA owners, or pro / prosumer developers and studios who might need to create custom code modifications for their game. The Basic package is targeted at new users, who want to learn the tools, and see what the engine is capable of. You will be able to us Basic to create a game, even though we expect it to ship as a binary only. When working on a larger team, artists and designers often don't need access to the source code, and in these cases, the Basic package will probably be a better fit, given that team members can share compiled binaries with one another.
3. For those looking for a custom EULA, perhaps for an entire studio or for a single project that doesn't qualify for our "Indie" license, we'll respond to inquiries to licensing@garagegames.com. I should note that we probably won't touch any requests to this address that aren't from developers serious about a more expansive license and with the means and ability to pay for it. For example, our typical Studio licenses start @ $6k for a small team, and go up from there.
Features
The Professional version of Torque 3D will include everything we've talked about thus far, and a lot of what still hasn't been revealed. For example, we're planning to include updates to Physics, new Terrain, a Decal Editor, a Datablock Editor, River / Road / Path tools, and a Material editor in the final release.






The Basic version will not include Web Publishing, Advanced Lighting, or the River & Road Tools, but everything else is in there. It will also be binary only. Again, this version is probably not a good fit for most of you who currently own TGEA. We're offering the big discount during the pre-order period only on Pro, and TGEA owners will not be able to apply any of their TGEA license fee to Torque 3D Basic. Only to Professional.
We've been talking about Genre Kits and Add-ons a bit as well. There's some really good stuff coming there, but we don't have any pricing to announce with that yet. There's the Luma Racing Kit (based on their game "Rev" published on InstantAction, and including some of those production assets). There's a much updated FPS Starter Kit with work from Max Gaming and Apparatus. There's Sickhead's Forest Kit (not sure if that name is final or not) which is *really* cool. It will let you paint down foliage, or just random objects to the terrain or into a scene. I've seen this in action. It's going to impress the hell out of people. There's also Gerhard's expansion (unnamed at present) which will probably include a lot of custom assets and functionality on top of what you've already seen.
The takeaway w/ Genre Kits and most of these Add-ons is that they will likely be Pro-only.
Pricing
So, let's break this down just a bit more clearly.
What will Torque 3D cost me?
If you own TGEA Indie (and I think this is most of you now), your cost to upgrade to Torque 3D Professional is $1000 - $200 (pre-order discount) - $295 (TGEA Indie contribution = $505If you own TGEA Commercial, you can apply your license to Torque 3D Professional the same way an Indie owner can with a final cost of $505. If you'd like something similar to a Commercial TGEA license for Torque 3D, you'll need to contact us directly.
If you own any other Torque products, you can still purchase TGEA and get the same discount described above for a limited time. The pre-order discount will expire when we release release the final Torque 3D build (expecting this to be in May at the moment). The first beta will be delivered to Torque 3D owners in April.
There is no pre-order available for Torque 3D Basic, and there is no discount on Basic for existing TGEA owners.
Why Pre-order?
Access to the Torque 3D Closed Beta -- First delivery in April
An exclusive Torque 3D T-Shirt
Torque 3D private forum access on GarageGames.com
Up to $495 off the full version priceAs I mentioned before, I'm going to keep posting blogs all the way up to our release, and probably for a while thereafter. We've still got a lot to show.
More sidebars and development blogs to come. This is post #15.
Torque 3D development blogs:
- Post #1 - Kickoff
- Post #2 - Apparatus and Warrior Camp
- Post #3 - Luma's racing kit
- Post #4 - Josh Engebretson and Web Publishing
- Post #5 - Pricing and Licensing
- Post #6 - Pricing and Licensing CONTINUED
- Post #7 - Wetness & Precipitation
- Post #8 - Screeen Space Ambient Occlusion (SSAO)
- Post #9 - Matt Langley and the Torque Launcher
- Post #10 - Chris Robertson and Collada
- Post #11 - Depth of Field
- Post #12 - Advanced Lighting
- Post #13 - Soft Particles
- Post #14 - World Editor
- Post #15 - Pricing and Licensing ANNOUNCED!
- Post #16 - GDC Live Edition
- Post #17 - River & Road Editors
- Post #18 - Beta is UP!
- Post #19 - Light Rays, Undercity, Material Editor
- Post #20 - Mass Market Hardware
- Post #21 - Beta: Part Deux
- Post #22 - Marching Towards Beta 3
- Post #23 - pureLIGHT
- Post #24 - Lighting, Terrain, and Cloth
- Post #25 - Beta 3!
- Post #26 - Coming Soon!
About the author
Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.
#482
04/04/2009 (5:46 am)
Are we there yet?
#483
04/12/2009 (10:37 am)
Ummm... I want my Tee Shirt!!!
#484
04/17/2009 (5:38 am)
When can we get T3D? I almost can't wait any more...
#485
04/17/2009 (11:08 am)
We are working hard to get the Beta to you as soon as possible. We are making very good progress but there is still a lot that needs to be done. We expect to be able to release it to anyone who pre-ordered in the next few weeks.
#486
04/17/2009 (2:56 pm)
@Chad: Your T-shirt order was sent out today.
#487
Hi, on last Thursday I sent a request for a T3D quote to "licensing@garagegames.com". Up to now, I don't have an answer or even a confirmation. Possibly, the rush on T3D keeps your licensing department busy - do you have a guess how long it will take to get an the answer?
Don't want to cause trouble, just asking :-)
Thanks a lot!
05/19/2009 (9:14 am)
@GGHi, on last Thursday I sent a request for a T3D quote to "licensing@garagegames.com". Up to now, I don't have an answer or even a confirmation. Possibly, the rush on T3D keeps your licensing department busy - do you have a guess how long it will take to get an the answer?
Don't want to cause trouble, just asking :-)
Thanks a lot!
#488
It really depends. I hadn't answered it in the support queue because it was addressed mostly to questions that licensing would answer. I'll try to answer what I can in the interim.
05/19/2009 (9:34 am)
@TobiasIt really depends. I hadn't answered it in the support queue because it was addressed mostly to questions that licensing would answer. I'll try to answer what I can in the interim.
#490
and if I buy torque3d basic to know the engine and learn about the process etc, etc,,, later I can upgrade the version from Basic to PRO
best regards
and continue your magnificenbt work
sergio
06/22/2009 (9:46 am)
Hi Guys , Iam a desingner, illustrator, I have experinecie in 3dmax and zbrush Iam starting to learn C++ I want to make a prototipe of videogame I was cheking about game engines and found torque 3d,,, looks fantastic... I wondering someone with not experience in programing (but learning)will be a have a hard time with torque 3d?and if I buy torque3d basic to know the engine and learn about the process etc, etc,,, later I can upgrade the version from Basic to PRO
best regards
and continue your magnificenbt work
sergio
#491
06/28/2009 (9:38 am)
In source included in the Torque 3D beta 3?
#492
06/28/2009 (11:50 am)
As the professional version is the one being beta'd, yes the source is included.
#493
Is it possible to have multiple installations or do we have to uninstall one to install it on the other computer?
Question #2: Working with a new studio soon as a second job, I was hoping to get started with a couple of people. However, I have a hard time understanding the difference between Professional and Studio licensing besides its offers.
[quote="Brett Selyer"]Short answer on this one is that it's going to be most expensive than the developer Pro seat in just about every case, but likely to be the same or similar price once you're talking about a team of 5+ people. The Studio license assigns admin rights to an admin at the company who can allocate seats, shuffle seats among multiple users if necessary and add seats if the team expands. There are seat price break points when you're talking about 10+ or 20+ seats. With licenses like these, there's are a lot of points to discuss too. Per project, or per-studio unlimied, etc. There's custom support, and all the other options in the EULA around using Torque. I hope that answers you question.[/quote]
Say for instance, if I have 12 employees now. Studio would be the way to go if we were to cover all of the employees? 8 employees would be professional? 1 employee would be basic (professional if that 1 employee wanted the source code)? For the most part, the project I am working on is small and to be marketed as an indie game. In order to allocate 'seats;' remove them or add more employees, would we have to upgrade from professional license to studio license? Or does studio license go on the basis of how many people are working on that project in that company?
09/12/2009 (8:51 am)
Question #1: I have four different computers. Two laptops and two desktops. I've had troubles with other software before only allowing me to install only one instance at a time and not two. I would like to put this on my laptop for travel purposes and one on my desktop to work on at home. Is it possible to have multiple installations or do we have to uninstall one to install it on the other computer?
Question #2: Working with a new studio soon as a second job, I was hoping to get started with a couple of people. However, I have a hard time understanding the difference between Professional and Studio licensing besides its offers.
[quote="Brett Selyer"]Short answer on this one is that it's going to be most expensive than the developer Pro seat in just about every case, but likely to be the same or similar price once you're talking about a team of 5+ people. The Studio license assigns admin rights to an admin at the company who can allocate seats, shuffle seats among multiple users if necessary and add seats if the team expands. There are seat price break points when you're talking about 10+ or 20+ seats. With licenses like these, there's are a lot of points to discuss too. Per project, or per-studio unlimied, etc. There's custom support, and all the other options in the EULA around using Torque. I hope that answers you question.[/quote]
Say for instance, if I have 12 employees now. Studio would be the way to go if we were to cover all of the employees? 8 employees would be professional? 1 employee would be basic (professional if that 1 employee wanted the source code)? For the most part, the project I am working on is small and to be marketed as an indie game. In order to allocate 'seats;' remove them or add more employees, would we have to upgrade from professional license to studio license? Or does studio license go on the basis of how many people are working on that project in that company?
#494
As long as you're the only user on these machines, this is fine.
Studio would be the way to go, yes. Studio license is based on how many seats you need for projects like this. You can get details by emailing licensing@torquepowered.com.
09/12/2009 (5:02 pm)
@Christopher: Quote:Question #1: I have four different computers. Two laptops and two desktops. I've had troubles with other software before only allowing me to install only one instance at a time and not two. I would like to put this on my laptop for travel purposes and one on my desktop to work on at home.
Is it possible to have multiple installations or do we have to uninstall one to install it on the other computer?
As long as you're the only user on these machines, this is fine.
Quote:Question #2: Working with a new studio soon as a second job, I was hoping to get started with a couple of people. However, I have a hard time understanding the difference between Professional and Studio licensing besides its offers.
Say for instance, if I have 12 employees now. Studio would be the way to go if we were to cover all of the employees? 8 employees would be professional? 1 employee would be basic (professional if that 1 employee wanted the source code)? For the most part, the project I am working on is small and to be marketed as an indie game. In order to allocate 'seats;' remove them or add more employees, would we have to upgrade from professional license to studio license? Or does studio license go on the basis of how many people are working on that project in that company?
Studio would be the way to go, yes. Studio license is based on how many seats you need for projects like this. You can get details by emailing licensing@torquepowered.com.
#495
These are very advanced features which i was sort of looking for. Any news on them?
06/18/2010 (4:01 am)
I know this is an old blog, but when are some of these shaders coming out like the advanced precipitation and depth of field?These are very advanced features which i was sort of looking for. Any news on them?
#496
06/18/2010 (10:10 am)
Those features had to be cut and will not be released as part of Torque 3D. 
Torque Owner Kevin Mitchell
12 CatBlack Studios
... I hope that's the title of this next blog... PLEASE!?